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<blockquote data-quote="(un)reason" data-source="post: 5196683" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 184: August 1992</u></strong></p><p></p><p>part 4/8</p><p></p><p></p><p>Sage advice: Does project image allow you to cast spells through it. (It'd be a pretty weak 6th level spell if it couldn't)</p><p></p><p>There are no rules for dexterity adjusting initiative (no, there aren't. Very percheptive of you, Mishter Bond. How fast you can act physically has no bearing on how you react mentally. )</p><p></p><p>I can't find the gather intelligence skill (there is no such proficiency. The author was not paying attention. Skip has dealt with them suitably. )</p><p></p><p>What's to stop you from making a dimension door below a creature, the other up in the air, and letting them go splat (erm, that one of the doors always appears in front of you. Pay attention to the rules, dear. )</p><p></p><p>It's really hard to get telekinesis (Tell me about it. All I wanted to do was have a little fun playing rock and roll. But no, You have to study for years to get good enough to pull tricks like that. )</p><p></p><p>What happens if a wild talent becomes a psionicist (either keep it all separate, or it's payoff time. You choose.) </p><p></p><p>What's the difference between a morning star, a flail and a mace? (Illustrations, they are useful. )</p><p></p><p>Raising people in ravenloft requires a powers check? Isn't that a good act. What does it do to a priest who fails it. ( Ha. Was what Dr Frankenstein did a good act? Meddling with life and death, even with the best of intentions, is messing with stuff man ought not to wot of, and may be hazardous to body and sanity.)</p><p></p><p>There's no GP value for magic items. How do I determine how much starting witches get (buy the new magical encyclopedias :teeth ting: ) </p><p></p><p>Do dwarves have to spend a slot to get dwarf runes and endurance or not? ( no, but they can spend more slots to improve them.) </p><p></p><p>Why are wild magic spells in regular schools as well (they may be wild, but they're still magic. They may break the rules, but they still follow the same classifications. Skip understands this, even if you don't. ) </p><p></p><p></p><p>The role of computers: Out of this world uses 3d polygon graphics to fit an amazing amount of information in a tiny tiny package. The attention to detail really does surprise them. I wonder how this one would hold up today. </p><p></p><p>Spectre also features 3d polygon based graphics. Control your cybertank using both overhead and front views and make your way through 50 increasingly tricky levels. With limited ammo and a slowly recharging teleport meter, it looks like resource management will be important in getting you all the way to the end. It also supports multiplayer LAN networking, which increases the fun quite a bit. (and you won't have to pay several dollars per hour to use.) Another advancement we probably haven't seen enough of. </p><p></p><p>Speaking of online stuff, they have an almost review of Sierra's capabilities in that area. Costs have come down quite a bit, to $12.95 for 30 hours access. They have their own quirky website called Sierraland that connects between the environments for their various online games and chatrooms. Guess geocities wasn't without competition in methods back then. Another amusing reminder of the stumbling around early websites did before finding formats that really take advantage of the way the net works and how we naturally navigate it. Little walky avatars just seem so twee. </p><p></p><p>Treasures of the Savage Frontier takes us to the Forgotten Realms yet again. And yet again, the reviewers are starting to lose their infatuation with SSI. They're just churning out stuff as fast as they can rather than really improving the games to keep up with the times. Still fun, but I suppose it depends if you really like their gamestyle. Eventually diminishing returns will become a real problem.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5196683, member: 27780"] [B][U]Dragon Magazine Issue 184: August 1992[/U][/B] part 4/8 Sage advice: Does project image allow you to cast spells through it. (It'd be a pretty weak 6th level spell if it couldn't) There are no rules for dexterity adjusting initiative (no, there aren't. Very percheptive of you, Mishter Bond. How fast you can act physically has no bearing on how you react mentally. ) I can't find the gather intelligence skill (there is no such proficiency. The author was not paying attention. Skip has dealt with them suitably. ) What's to stop you from making a dimension door below a creature, the other up in the air, and letting them go splat (erm, that one of the doors always appears in front of you. Pay attention to the rules, dear. ) It's really hard to get telekinesis (Tell me about it. All I wanted to do was have a little fun playing rock and roll. But no, You have to study for years to get good enough to pull tricks like that. ) What happens if a wild talent becomes a psionicist (either keep it all separate, or it's payoff time. You choose.) What's the difference between a morning star, a flail and a mace? (Illustrations, they are useful. ) Raising people in ravenloft requires a powers check? Isn't that a good act. What does it do to a priest who fails it. ( Ha. Was what Dr Frankenstein did a good act? Meddling with life and death, even with the best of intentions, is messing with stuff man ought not to wot of, and may be hazardous to body and sanity.) There's no GP value for magic items. How do I determine how much starting witches get (buy the new magical encyclopedias :teeth ting: ) Do dwarves have to spend a slot to get dwarf runes and endurance or not? ( no, but they can spend more slots to improve them.) Why are wild magic spells in regular schools as well (they may be wild, but they're still magic. They may break the rules, but they still follow the same classifications. Skip understands this, even if you don't. ) The role of computers: Out of this world uses 3d polygon graphics to fit an amazing amount of information in a tiny tiny package. The attention to detail really does surprise them. I wonder how this one would hold up today. Spectre also features 3d polygon based graphics. Control your cybertank using both overhead and front views and make your way through 50 increasingly tricky levels. With limited ammo and a slowly recharging teleport meter, it looks like resource management will be important in getting you all the way to the end. It also supports multiplayer LAN networking, which increases the fun quite a bit. (and you won't have to pay several dollars per hour to use.) Another advancement we probably haven't seen enough of. Speaking of online stuff, they have an almost review of Sierra's capabilities in that area. Costs have come down quite a bit, to $12.95 for 30 hours access. They have their own quirky website called Sierraland that connects between the environments for their various online games and chatrooms. Guess geocities wasn't without competition in methods back then. Another amusing reminder of the stumbling around early websites did before finding formats that really take advantage of the way the net works and how we naturally navigate it. Little walky avatars just seem so twee. Treasures of the Savage Frontier takes us to the Forgotten Realms yet again. And yet again, the reviewers are starting to lose their infatuation with SSI. They're just churning out stuff as fast as they can rather than really improving the games to keep up with the times. Still fun, but I suppose it depends if you really like their gamestyle. Eventually diminishing returns will become a real problem. [/QUOTE]
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